View Full Version : Devs: about Soul Gems. One more time.
Venar
03-09-2009, 06:44 AM
About once a month, i ask about the futur of soul gems (the end result of a Trap the Soul spell). Never got an answer.
With the recent mod 9 previews, i'm hoping maybe somebody will feel genereous with an answer!
Anyways, i even prepared a multiple choice answer, so answering will only take 2 seconds!
a) Soul Gems will see some use in Mod 9. Stay tune!
b) Mod 9 won't adress Soul Gems. But we have plans for them in the futur, they are somewhere on our to-do-list. Hold on to them and keep the faith!
c) We currently don't have any plans to further extend on Soul Gems. They were added for flavor and will remain that way.
Thanks.
Aesop
03-09-2009, 06:57 AM
d. Vast and Mysterious
just sayin
Aesop
Borror0
03-09-2009, 07:06 AM
d. Vast and Mysterious
I prefer :
I'll poke Eladrin about that. More on this Soon™.
Followed by:
Sorry guys. He said it was Top Secret.
And most likely followed by:
*burp*
All Hail the Cube!
Venar
03-09-2009, 07:10 AM
The Cube better stay nice, i already captured his Soul Gem.
FluffyCalico
03-09-2009, 07:12 AM
The Cube better stay nice, i already captured his Soul Gem.
Cubes don't have souls they have jello
ChaelaAnne
03-09-2009, 11:53 AM
But do they smell of cheese?
Eladrin
03-09-2009, 11:55 AM
But do they smell of cheese?
Some do!
I say "B".
ChaelaAnne
03-09-2009, 12:02 PM
Some do!
I say "B".
Behold the power of cheese... even devs can't help but comment when the magical substance is envoked.
Draclaud
03-09-2009, 12:03 PM
I don't have a problem IF the spell was just added for flavor, and they never introduce crafting with them...IF they make the spell usable by selling the comps for it...as is I'd love to use it regularly but it's insane to attempt to collect that many kyber shards.
Ranmaru2
03-09-2009, 12:13 PM
I don't have a problem IF the spell was just added for flavor, and they never introduce crafting with them...IF they make the spell usable by selling the comps for it...as is I'd love to use it regularly but it's insane to attempt to collect that many kyber shards.
make a greensteel...
vainangel
03-09-2009, 12:16 PM
What about regular gems?
I thought Diamonds could be used very well in crafting.
What else is my massive gem collection going to be used for...
hey whats that? Is it shiny and collectible?
GIMME!
Draclaud
03-09-2009, 12:30 PM
make a greensteel...
I meant use it on my caster as a spell...You know will based insta-death spell?
You forgot:
Option D: when we give you the complete crafting system we've been promising you for several mods (in other words, never).
Borror0
03-09-2009, 01:04 PM
You forgot:
Option D: when we give you the complete crafting system we've been promising you for several mods (in other words, never).
Didn't you know? We will get it in M8, this summer, along with the continuation of the "Invasion of Shavarath" storyline.
Tarackian
03-09-2009, 01:13 PM
Dude...they can't even fix the mass charm monster spell........
About once a month, i ask about the futur of soul gems (the end result of a Trap the Soul spell). Never got an answer.
With the recent mod 9 previews, i'm hoping maybe somebody will feel genereous with an answer!
Anyways, i even prepared a multiple choice answer, so answering will only take 2 seconds!
a) Soul Gems will see some use in Mod 9. Stay tune!
b) Mod 9 won't adress Soul Gems. But we have plans for them in the futur, they are somewhere on our to-do-list. Hold on to them and keep the faith!
c) We currently don't have any plans to further extend on Soul Gems. They were added for flavor and will remain that way.
Thanks.
Eladrin
03-09-2009, 01:16 PM
Dude...they can't even fix the mass charm monster spell........
Sorry to steal your thunder. Mass Charm is back in Mod 9.
Phidius
03-09-2009, 01:24 PM
Eladrin responds to a question with a specific answer...
Then he responds to something that wasn't even addressed as a question...
Thank you for the responses, Eladrin. Thunder was meant to be stolen, or it wouldn't come second every time.
Gordo
03-09-2009, 01:25 PM
What about refuge armor "crafting"? Will it be made less random or addressed at all or left as is?
Thanks
Eladrin
03-09-2009, 01:30 PM
What about refuge armor "crafting"? Will it be made less random or addressed at all or left as is?
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
Pwesiela
03-09-2009, 01:37 PM
Sorry to steal your thunder. Mass Charm is back in Mod 9.
Thank you, Thank you, Thank you.
Aes is in heaven.
Impaqt
03-09-2009, 01:39 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
ANd how has that Worked out?
For me, This was the case with my first 2 characters I took through the refuge. After those first 2 characters, I lost all desire to continue trying.... I have one set on a CLeric that is pretty close to what I wanted, and one set on my Bard thats close. Most of my other characters combo's are so horrible I dont even carry the armor in my Inventory anymore. it sits in the bank. and if the guild needs a hand, and I happen to have all my Essenses, I'll go along and roll another die, but I just cant get myself to realy work at it because theres no payoff at the end thats controlled by me. Between Effects that are generaly useless to everyone and Effects that are only helpful to Specific characters its a gamble thats just not worth investing huge amounts of time.
Borror0
03-09-2009, 01:41 PM
Will we see more accurate description for feats/enhancements/spells?
Gordo
03-09-2009, 01:43 PM
Eladrin
It was very cool of you to respond as this has been my pet project of sorts LOL...
Do you devs see, however, that the simple fact that the runes are completely random, has created a certain disinterest and/or frustration in the whole "crafting" process? Is there any interest from your side to change that factor? For example getting keyed all over again to do Sorjek to get one RANDOM sovereign rune can make it a remarkably endless grind with no guarantee of success in sight.
Whereas the Shroud, for example, has a definitive reward for a grind, the refuge crafting does not. Please consider the randomness the issue and maybe we can all find a solution together.
Thanks
EddieB_TBC
03-09-2009, 01:48 PM
In contrast isn't the predictibility of the shroud combinations offset by the randomness of the loot drop for components? How many times do folks run shroud complete or even just to part 4 repeatedly looking for a specific drop (only to have the noob get it on their first run and ask how much it auctions for)?
-Z
Gratch
03-09-2009, 01:50 PM
Seems the Sovereign rune as the most potent, with a long list of possibilities probably causes the most angst. Maybe on the 20th run the SoS quest giver could offer "named sovereign runes".
GoldyGopher
03-09-2009, 01:51 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
I will say what many people are either thinking or thought... That was/is not working as expected.
Players found the randomness frustrating and shall we say very frustrating and virtually worthless.
It owuld have been better to have a system more like the Shroud, where we collect stuff to make intermediaries to make what we want. Gives us a point to doing the farming of the quests.
Tanka
03-09-2009, 01:51 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
Which, for me, means I've gotten so sick of running it I haven't stepped in the Refuge in several weeks.
Randomness is not fun. You were aiming for a fun grind to keep us occupied, right?
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
LMAO. Roll the dice for a sovereign rune for your 1/34 shot at the benefit you want after at least 2 hours of quest time? What were you guys smoking?
Seems the Sovereign rune as the most potent, with a long list of possibilities probably causes the most angst. Maybe on the 20th run the SoS quest giver could offer "named sovereign runes".
20th? F that. 12 shroud runs = enough ingreds to craft, so 12 tops.
Tarackian
03-09-2009, 01:51 PM
Heck I'm happy! Now the 3 million i spent buying the scroll back in the day to have the spell will be put to good use. Mod 9 release notes will be interesting reading.
Eladrin responds to a question with a specific answer...
Then he responds to something that wasn't even addressed as a question...
Thank you for the responses, Eladrin. Thunder was meant to be stolen, or it wouldn't come second every time.
eyepuppy
03-09-2009, 01:52 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
normally I would agree with what the devs do, but I don't like the system for DT armor. It's a pain running SoS 10 times and getting melodic guard 8 times. It would be awesome if we can see what runes we pull for our list when we turn in our 40/80/120. WE only get to choose from 10 or so. That's not too game breaking is it?
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
in other words kiss off its stayin as it is
Gordo
03-09-2009, 01:53 PM
In contrast isn't the predictibility of the shroud combinations offset by the randomness of the loot drop for components? How many times do folks run shroud complete or even just to part 4 repeatedly looking for a specific drop (only to have the noob get it on their first run and ask how much it auctions for)?
-Z
Don't forget that you can buy/trade all of the ingredients outside of shards. The runes can only be transferred in chest.
maddmatt70
03-09-2009, 01:57 PM
It really would help if the runes were visible and tradeable. You can always grind for plat to get that one rune you want.
Gordo
03-09-2009, 01:58 PM
in other words kiss off its stayin as it is
I didn't read Eladrin's response as a kiss off at all. He said it was "expected" which means they may very well leave it as is or realize there was an "unexpected" backlash and do something to mitigate it. Let's not be negative. We finally have a response that warrants (hopefully) at least one more response to the following question:
Will this mod or any future mod have the issue of random refuge crafting addressed as it pertains to the complaints written here and in other threads?
Thanks
Bogenbroom
03-09-2009, 01:59 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
And that is why I love it and it wigs out the folks that want something specific. Not being able to get the *perfect* combo is a very very good thing. I ever so wish the shroud items were this way.
Gordo
03-09-2009, 02:06 PM
And that is why I love it and it wigs out the folks that want something specific. Not being able to get the *perfect* combo is a very very good thing. I ever so wish the shroud items were this way.
Bogen
I respect that there are people out there like you (and I am not being sarcastic here...) that can grind something like all of the reaver quests and then the raid and be (essentially) guaranteed you will NEVER get what you are looking for and be OK with that.
Please understand, I (at least) am not asking for a "free ride". I am only asking that no matter how painful the grind, it is worth more to the majority of the population to do the quests than under the existing situation as it stands now.
I play quite often and can't even begin to endure the grind after the many tries I have made already.
* Imagine how unfair this is to the casual gamer? *
Bogenbroom
03-09-2009, 02:10 PM
20th? F that. 12 shroud runs = enough ingreds to craft, so 12 tops.
And there is the problem... the Shroud. It completely skewed the expectations on crafting. It created immensely powerful items that were exactly what a user wanted and it did it with weapons which is the top tier item in the game.
If you could craft only the perfect boots, much less of a big deal. Add to that no re-flagging and the Shroud was a an expectations disaster. Everything in the game funnels through the Shroud. The whole place should be nuked and paved, but the outcry would be deafening.
Bogenbroom
03-09-2009, 02:15 PM
Bogen
I respect that there are people out there like you (and I am not being sarcastic here...) that can grind something like all of the reaver quests and then the raid and be (essentially) guaranteed you will NEVER get what you are looking for and be OK with that.
Please understand, I (at least) am not asking for a "free ride". I am only asking that no matter how painful the grind, it is worth more to the majority of the population to do the quests than under the existing situation as it stands now.
I play quite often and can't even begin to endure the grind after the many tries I have made already.
* Imagine how unfair this is to the casual gamer? *
I get you, but your last sentence there is exactly why the SoS run is better for the casual gamer than the Shroud. One run through SoS ad you get DT armor. Not perfect armor, but something. Then you can modify that armor by running a single quest. (for tier one and tier 2.)
My thing is that I don't think the way the shroud crafting played out is good for the game. The end creations get very uniform, varying by character builds, of course, but very little real variety.
With the DT stuff, I do get the frustration of "downgrading" your item... I'd like to be able to avoid that. Maybe even be able to trade runes in the chest (if they were visible) but nothing beyond that.
DragoonPenguin
03-09-2009, 02:20 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
eladrins smokin dope! :P a second one? man its taken me (and many others i know) some FIFTY tries to get ONE effect we wanted. And thats for the Eldritch and tempest runes, not the sovereign runes that take forever to come by. my sorc does not need levicks, my cleric does not need combustion. how hard would it have been to at least do something like instead of collecting a rune from the quest end chests, you got a token that you could take to some guy and choose to select a rune from a couple different pools of runes - like runes with effects casters would find yummy, or runes fighter-types would enjoy. instead i pull intelligence skills +3 no less than 15 times and protection 5 more than 20 on my sorc. has there ever been a second instance of the refuge? i dont even know what point im trying to make, but i hate mod 8. please dont ever do that to us again
DragoonPenguin
03-09-2009, 02:23 PM
Seems the Sovereign rune as the most potent, with a long list of possibilities probably causes the most angst. Maybe on the 20th run the SoS quest giver could offer "named sovereign runes".
not a raid, and there is no completion counter for it. just leave the refuge forever, youll be much happier for it
Lithic
03-09-2009, 02:24 PM
Sorry to steal your thunder. Mass Charm is back in Mod 9.
Aaaaaaaaaaand.... all mobs are now immune to charm. Right?
While you're here, any word on fixing the shroud collectable quests (portal frags, healing totems, bladestorm thingies, etc) so that they are actually completeable within less than 5 years?
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
This is, in fact, what I decided to do. Still trying to get that perfect one on the third character I've started this on.
Some folks I hang out with absolutely hate the randomness. Some folks love it as they find the shroud raid crafting too complicated, especially with no in-game resource to explain how to do it.
I don't mind it so much--have run lots of quests repeatedly in order to obtain named items.
Gordo
03-09-2009, 02:26 PM
I get you, but your last sentence there is exactly why the SoS run is better for the casual gamer than the Shroud. One run through SoS ad you get DT armor. Not perfect armor, but something. Then you can modify that armor by running a single quest. (for tier one and tier 2.)
My thing is that I don't think the way the shroud crafting played out is good for the game. The end creations get very uniform, varying by character builds, of course, but very little real variety.
With the DT stuff, I do get the frustration of "downgrading" your item... I'd like to be able to avoid that. Maybe even be able to trade runes in the chest (if they were visible) but nothing beyond that.
Bogen
Getting a +3 Intel addition on a Barb is about as useful as **** on a bull. Being able to "get" something and being able to "use" something are two entirely different things.
Karters
03-09-2009, 02:32 PM
thats all i want from the runes, is to be able to see what they are so we can trade them in the chest.
Barumar
03-09-2009, 02:42 PM
Sorry to steal your thunder. Mass Charm is back in Mod 9.
Just back - or Back Fixed :D?
juniorpfactors
03-09-2009, 02:47 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
it was then expected that players would want to reflag and reflag until they wanted to well... ya know......not want to play the REFLAG anymore....well then nicely done
jrp
vtecfiend99
03-09-2009, 02:53 PM
Aaaaaaaaaaand.... all mobs are now immune to charm. Right?
This is what i was thinking,
Bronko
03-09-2009, 03:46 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
I'm sorry Eladrin, but the DT system needs to be addressed.
I have only one character that has armor in the "good enough" category and FOUR that have sets armor that aren't even close to usable.
I like the base concept of DT armor, but the randomness is too random. For example, I think it's insulting to have Improved False Life and Greater False life both in the same tier. That creates nothing more than excessive grind.
I apologize for hijacking a thread on Soul Gems with a response regarding DT armor but this topic is one I'd like to see addressed. Randomness in crafting should at least be mitigated, if not removed, so we can enjoy the fruits our labor instead of making it our sole focus for run after run.
Ranmaru2
03-09-2009, 04:30 PM
I'm sorry Eladrin, but the DT system needs to be addressed.
I have only one character that has armor in the "good enough" category and FOUR that have sets armor that aren't even close to usable.
I like the base concept of DT armor, but the randomness is too random. For example, I think it's insulting to have Improved False Life and Greater False life both in the same tier. That creates nothing more than excessive grind.
I apologize for hijacking a thread on Soul Gems with a response regarding DT armor but this topic is one I'd like to see addressed. Randomness in crafting should at least be mitigated, if not removed, so we can enjoy the fruits our labor instead of making it our sole focus for run after run.
Runes of the same bloody effect stack up on top of each other in a large bag.....
Naash
03-09-2009, 04:32 PM
Eladrin,
along with the soul gem crafting are any more rituals planned using collectibles or higher tier versions of current rituals?
Venar
03-09-2009, 04:41 PM
I wake up from my slumber, and there is an answer.
Awesome.
Of course, the worst of the 3: i must keep collecting, but i still dont know why!
Oh well, at least i am having fun doing it, just yesterday, i captured my first Strong Gnoll essence. Gota catch em all
As for cheese, for those who didn't know, Giant souls smell of cheese.
In closing, a request.
Could you ask someone, quickly, before the release of mod 9, to program into the game a medium or even large Soul Bag, OR to remove the exclusivity from the small Soul Bag?
Thanks again.
QuintonReece
03-09-2009, 04:43 PM
Wow, looks like you got the *crickets*.
Hafeal
03-09-2009, 04:49 PM
Sorry to steal your thunder. Mass Charm is back in Mod 9.
El - Ms. P has cast the Summoned Monster XII and you are required to now depart to her office where she shall inform you that you are to be punished for giving yet more unauthorized detail about Mod 9!
No fruit cup for you!
:D
Junts
03-09-2009, 06:07 PM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
Even with that considered and it (stealer of souls) being a repeatable quest, do the amount of mean runs required for people to get a specific effect fall within the range of what you feel is acceptable? I have had the best and worst of this situation: one character has now gone through over 50 runes looking for Levik's Defender (and has not seen it, nor the chattering 3 dodge which I no longer want, but many would), whereas my sorceror came out of his very first run with Glacial Assault.
Unlike a raid, stealer (and the others) are repeatable, but equally unlike a raid, there are no breakpoints at which one has any spike opportunity to acquire a specific effect/item (the way that 20/40ths work in the raiding system). Anything, however difficult in practice, that assisted in providing some kind of potential cap - a goalpost, like 20ths can be - to knowing that, even if all else fails, you can eventually get what you want from 'x', would be a welcome addition to the reaver's refuge system and, imo (and i was a big advocate at release and still design it into characters despite my frustration) would vastly improve people's willingness to partake in the content. There are a lot of suggestions, but mine would be to allow a very massive quantity of draconic runes (1000 or 1500 for sovereign, successively less on the other tiers) that would allow for a psuedo-20th raid effect: turning in your massive amount of runes gives you a listing of 1/2 or so of all the rune effects on that tier, which is in no way a guarantee (just like some people are going to 80 titans for the belt) but provides some goalposts and a reasonable expectation of being done if you focus on it; I have run the quest 5 times a week for over a month, and am no closer to my original goal than I started, and that is extremely discouraging. The incremental nature of raid timers is a huge part of raid popularity, in my opinion, and frequently what drives me back to running raids I have marginal, at best, gains from.
Soul-Shaker
03-10-2009, 12:47 AM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
Haha but do you really expect me to use 80-90 runes to get 1 effect on the proper toon every time I want to make a perfect armor. I think this is the complaint about DT.
As of now I spent about 80-90 Sov runes on just my sorc alone just to get a Glacial set and have yet to roll a Sup Comb 7 buff from a sov rune which I would now put on another armor already used about 10 more sov runes since getting glacial and no Sup comb.
This plus the reflagging makes this "random" elemental so much more painful then shroud ingred crafting.
Please reward those that do the mission 10 or 20 times with a identified rune list even if the list is only 1/2 of the possible runes. The idea of 3 diff runes allowing reroll of each buff is great, just how we get the runes with a 1/30 or 1/40 weighted chance on certain buffs makes it terrible.
Ganak
03-10-2009, 08:41 AM
The design theory behind the Dragontouched Armor was that it would be essentially randomly generated armor with three enchantments (instead of the "prefix / suffix" system that normal randomly generated armor has) that gives the owner the option to "reroll" each enchantment individually until the owner gets things that they find "good enough".
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
This is such an interesting comment because in my case it turned out to be nearly true.
First, I swung for the fences, planning on the perfect armor. After running for a while, decided to go for "good enough" armor. I've been tempted to go for the "perfect" set of late.
The problem is that this type of crafting has not been a big hit, and Sorjek groups are not common. Thus, the "perfect" set state is not being reached.
Lorien_the_First_One
03-10-2009, 09:06 AM
Once you have a "good enough" piece of armor, it was expected that people would then try to make a second one that was "perfect".
Did you read the label on the DDO box about no grinding?
I know the uber with 40hours/wk of gaming do exactly that you say, but I know I'm not the only one who won't even flag for Sorjek because of this mechanic.
Gryphton
03-10-2009, 09:34 AM
Did you read the label on the DDO box about no grinding?
LOL BWAHAHAHA!!!!
That really is my favorite. The MMO that offers a no grinding playing system. I thought shroud was a grind, but the DT is about as redic as you can get. I don't mind shroud, I can take all of my toons and collect stuff and make the stuff that I want on the toon that I want.
I think the problem, IMO, with DDO is that they try to keep the power gamer and the casual gamer on equal par. If the power gamers want to spend 60 hours a week playing the game and have super uber toons, well, so what let them. The casual players can go hang out together and the power gamers can do the like.
Stop making random grinding. You released a mod that in all honesty does not get played. Bottom line is the player base got bored with this content and the loot table is just as bad. I actually pulled a wand of cure light wounds out of Enter the Kobal last night.
The few people who got lucky and got what they were after never go back. Once I have what I want on my 3 sets on my main toon I won't ever go back. Once you have what you want you never have a reason to go back. The loot sucks, the grind sucks, if you aren't helping a frined there is zero reason to do it after that point.
I honestly do view this as one of the worse mistakes DDO has made to date ( next to out sourcing the servers ;))
crschoen
03-10-2009, 01:22 PM
And that is why I love it and it wigs out the folks that want something specific. Not being able to get the *perfect* combo is a very very good thing. I ever so wish the shroud items were this way.
The very definition of "crafting" is to create your own items which are bespoken to your specifications. Implementing a random system like you are suggestion would deviate from the intention of crafting.
However I think there is plenty of room for improvement. For instance you could tie the randomness of the DT runes into a character skill. Since we don't have standard p&p skills like "Knowledge Arcana" perhaps it could be tied to wisom or intelligence. Someone with a high enough skill check could get a faint glimpse of what power the rune held.
With regard to the current disappointment with Trap the Soul. I always thought the intention here was to use the spell to create gems that could give desired effects to weapons or equipment. For example, one could trap a greater fire elemental into a soul gem and use that gem to imbue your sword with fire damage. Maybe one day that will be the idea. As it stands the spell has gone to waste, which is quite a shame, as it seems like the high level spells are so difficult to implement that we barely get any of them.
crschoen
03-10-2009, 01:25 PM
LOL BWAHAHAHA!!!!
That really is my favorite. The MMO that offers a no grinding playing system. I thought shroud was a grind, but the DT is about as redic as you can get. I don't mind shroud, I can take all of my toons and collect stuff and make the stuff that I want on the toon that I want.
I also do find the irony with grinding rather amusing. I remember in beta, when I first talked to the quest givers for the Depths series, laughing out loud, as one of them is basically making fun of other MMOs that make you collect and grind for things.
Funny to fast forward 3 years later and DDO has turned into the very grind and collect game that it used to poke fun at.
Thrudh
03-11-2009, 01:43 PM
Deleted to start a new post - This is supposed to be about soul gems
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